Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A game system for displaying a scene including a predetermined object located in a virtual space, the game system comprising: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a normal vector evaluation section configured to perform evaluation by determining whether a direction of a normal vector associated with each polygon of the model is indicative of a hidden surface in the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed evaluation; a game processing section configured to perform game processing; a transparent processing section configured to increase transparency of the first portion of the object when a predetermined condition is met in the game processing; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
A game system displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The system checks if the surface normal vector of polygons in the "first portion" points away from the viewer, indicating a hidden surface. Based on this check, it determines which parts of the "first portion" are hidden and marks them as part of the "second portion". During gameplay, the "first portion" can become transparent based on game conditions. The system then renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
2. The game system according to claim 1 , wherein the first portion includes the second portion.
The game system described where a polygon model of an object has a "first portion" and a "second portion", in this version, the "first portion", which can become transparent under certain game conditions, includes the "second portion," which is rendered normally. So the second portion visually forms part of the first, potentially see-through part.
3. The game system according to claim 1 , wherein the second portion is a model which has a feature of being able to be rendered so as to correspond to at least a portion of an edge of a polygon model of the first portion.
The game system described where a polygon model of an object has a "first portion" and a "second portion", this version makes the "second portion" a model that can be rendered to match at least part of the edge of the polygon model of the "first portion". Essentially, the "second portion" provides a visual outline or edging for the potentially transparent "first portion".
4. The game system according to claim 1 , wherein transparency of the second portion is constant regardless of the condition.
The game system described where a polygon model of an object has a "first portion" and a "second portion", this version specifies that the "second portion" always has the same transparency, no matter the conditions. While the "first portion" can change transparency based on game events, the "second portion" remains consistently visible (or invisible, based on its default setting).
5. The game system according to claim 4 , wherein the second portion is constantly opaque.
The game system that renders a scene and keeps the "second portion's" transparency constant, here, that "second portion" is always opaque. This ensures that part of the object is always fully visible, even if the "first portion" of the object becomes transparent.
6. The game system according to claim 1 , wherein the game processing includes an operation process of controlling a player character on the basis of an operation of a player, and the transparent processing section increases the transparency of the first portion of the object on the basis of a relative positional relationship between the player character and the object.
The game system where the "first portion" of an object can become transparent, now includes player control. When a player controls a character, the transparency of the "first portion" changes based on the character's position relative to the object. For example, the object might become more transparent if the player gets close to it.
7. The game system according to claim 6 , wherein when the object hides a portion or the entirety of the player character from a virtual camera for rendering a scene including the virtual space, the transparent processing section increases the transparency of the first portion of the object.
The game system described where the first portion of an object becomes transparent based on player character position, this version focuses on camera occlusion. If the object blocks the player character from the camera's view, the first portion of the object becomes more transparent, ensuring the player can still see their character.
8. The game system according to claim 6 , wherein when the player character is close to the object, the transparent processing section increases transparency of the object.
The game system with player character control where the first portion of an object can become transparent dependent upon the player character's position relative to the object, now when the player character is near the object, the object's transparency is increased. This prevents the object from visually obstructing the player when they are in close proximity.
9. The game system according to claim 6 , wherein the operation process is an operation process of controlling a plurality of player characters on the basis of operations of a plurality of players.
The game system that controls a player character and changes object transparency based on character position is extended to multiple players. The game now controls multiple player characters based on input from multiple players. The transparency of objects can still change based on the characters' positions.
10. An image processing system for displaying a scene including a predetermined object located in a virtual space, the image processing system comprising: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a vector evaluation section configured to perform a surface normal vector direction evaluation by determining for each polygon of the model whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed vector direction evaluation; a transparent processing section configured to cause the first portion of the object to be translucent; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
An image processing system displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The system checks the direction of the surface normal vector of each polygon in the "first portion" to see if it points away from the viewer, indicating a hidden surface. Based on this, it determines which parts of the "first portion" are hidden and considers them part of the "second portion". The "first portion" can be made translucent. The system renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
11. A game controlling method, implemented using an information processing apparatus having one or more processor, for displaying a scene including a predetermined object located in a virtual space, the game controlling method comprising: locating a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; performing surface normal vector direction evaluations for each poly on of the model, using said one or more processor, to determine for each polygon of the model whether direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion, determining a hidden surface of the first portion as being part of said second portion based on a result of a performed normal vector direction evaluation; performing game processing; increasing transparency of the first portion of the object when a predetermined condition is met in the game processing; and rendering the first portion on the basis of the set transparency and rendering a polygon of the second portion.
A game controlling method, performed by a computer, displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The method checks the surface normal vector direction of each polygon in the "first portion" to see if it indicates a hidden surface. Based on this, it determines which parts of the "first portion" are hidden and considers them part of the "second portion". During gameplay, the "first portion" can become transparent based on game conditions. The method then renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
12. The game controlling method according to claim 11 , wherein the first portion includes the second portion.
The game controlling method where a polygon model of an object has a "first portion" and a "second portion", in this version, the "first portion", which can become transparent under certain game conditions, includes the "second portion," which is rendered normally. So the second portion visually forms part of the first, potentially see-through part.
13. The game controlling method according to claim 11 , wherein the second portion is a model which has a feature of being able to be rendered so as to correspond to at least a portion of an edge of a polygon model of the first portion.
The game controlling method where a polygon model of an object has a "first portion" and a "second portion", this version makes the "second portion" a model that can be rendered to match at least part of the edge of the polygon model of the "first portion". Essentially, the "second portion" provides a visual outline or edging for the potentially transparent "first portion".
14. The game controlling method according to claim 11 , wherein transparency of the second portion is constant regardless of the condition.
The game controlling method where a polygon model of an object has a "first portion" and a "second portion", this version specifies that the "second portion" always has the same transparency, no matter the conditions. While the "first portion" can change transparency based on game events, the "second portion" remains consistently visible (or invisible, based on its default setting).
15. The game controlling method according to claim 14 , wherein the second portion is constantly opaque.
The game controlling method that renders a scene and keeps the "second portion's" transparency constant, here, that "second portion" is always opaque. This ensures that part of the object is always fully visible, even if the "first portion" of the object becomes transparent.
16. The game controlling method according to claim 11 , wherein the game processing includes an operation process of controlling a player character in response to an input operation of a player, and wherein the transparency of the first portion of the object is increased based upon a relative positional relationship between the player character and the object.
The game controlling method where the "first portion" of an object can become transparent, now includes player control. When a player controls a character, the transparency of the "first portion" changes based on the character's position relative to the object. For example, the object might become more transparent if the player gets close to it.
17. The game controlling method according to claim 16 , wherein when the object hides a portion or the entirety of the player character from a virtual camera for rendering a scene including the virtual space, the transparency of the first portion of the object is increased.
The game controlling method described where the first portion of an object becomes transparent based on player character position, this version focuses on camera occlusion. If the object blocks the player character from the camera's view, the first portion of the object becomes more transparent, ensuring the player can still see their character.
18. The game controlling method according to claim 16 , wherein when the player character is close to the object, transparency of the object is increased.
The game controlling method with player character control where the first portion of an object can become transparent dependent upon the player character's position relative to the object, now when the player character is near the object, the object's transparency is increased. This prevents the object from visually obstructing the player when they are in close proximity.
19. The game controlling method according to claim 16 , wherein the operation process is a process of controlling a plurality of player characters based upon one or more input operations of a plurality of players.
The game controlling method that controls a player character and changes object transparency based on character position is extended to multiple players. The game now controls multiple player characters based on input from multiple players. The transparency of objects can still change based on the characters' positions.
20. An image processing method, implemented using one or more computer processor, for displaying a scene including a predetermined object located in a virtual space, the image processing method comprising: locating a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; performing vector evaluations for each polygon of the model, using said one or more computer processor, to determine whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; determining a hidden surface of the first portion based on a result of a performed surface normal vector direction evaluation; causing the first portion of the object to be translucent; and rendering the first portion on the basis of the set transparency and rendering a polygon of the second portion.
An image processing method, performed by a computer, displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The method checks the surface normal vector direction of each polygon in the "first portion" to see if it indicates a hidden surface. Based on this, it determines which parts of the "first portion" are hidden and considers them part of the "second portion". The "first portion" can be made translucent. The method renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
21. A game apparatus for displaying a scene including a predetermined object located in a virtual space, the game apparatus comprising: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a vector evaluation section configured to perform surface normal vector direction evaluation by determining for each polygon of the model whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed surface normal vector direction evaluation; a game processing section configured to perform game processing; a transparent processing section configured to increase transparency of the first portion of the object when a predetermined condition is met in the game processing; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
A game apparatus displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The apparatus checks the surface normal vector direction of each polygon in the "first portion" to see if it indicates a hidden surface. Based on this, it determines which parts of the "first portion" are hidden and considers them part of the "second portion". During gameplay, the "first portion" can become transparent based on game conditions. The apparatus then renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
22. An image processing apparatus for displaying a scene including a predetermined object located in a virtual space, the image processing apparatus comprising: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a vector evaluation section configured to perform surface normal vector direction evaluation by determining for each polygon of the model whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed surface normal vector direction evaluation; a transparent processing section configured to cause the first portion of the object to be translucent; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
An image processing apparatus displays a 3D scene with objects. Each object uses a polygon model with two parts: a "first portion" that might be hidden and a "second portion". The apparatus checks the surface normal vector direction of each polygon in the "first portion" to see if it indicates a hidden surface. Based on this, it determines which parts of the "first portion" are hidden and considers them part of the "second portion". The "first portion" can be made translucent. The apparatus renders the scene, drawing the "first portion" with transparency and the "second portion" normally.
23. A non-transitory computer-readable storage medium having stored therein a program executable by a computer of a game system for displaying a scene including a predetermined object located in a virtual space, the program causing the computer to operate as: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a vector evaluation section configured to perform surface normal vector direction evaluation by determining for each polygon of the model whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed surface normal vector direction evaluation; a game processing section configured to perform game processing; a transparent processing section configured to increase transparency of the first portion of the object when a predetermined condition is met in the game processing; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
A computer-readable storage medium stores a program for a game system that displays a 3D scene with objects. When executed, the program makes the computer: locate polygon models of objects, where each model has a potentially hidden "first portion" and a "second portion"; evaluate surface normals on the first portion to identify hidden surfaces, marking them as part of the second portion; perform game processing; increase the transparency of the first portion under certain game conditions; and render the scene, drawing the first portion with transparency and the second portion normally.
24. The computer-readable storage medium according to claim 23 , wherein the first portion includes the second portion.
The computer-readable storage medium for a game system using objects with a transparent first portion and a second portion. The "first portion", which becomes transparent, includes the "second portion," which is rendered normally. The second portion is visually inside the potentially transparent first part.
25. The computer-readable storage medium according to claim 23 , wherein the second portion is a model which has a feature of being able to be rendered so as to correspond to at least a portion of an edge of a polygon model of the first portion.
The computer-readable storage medium for a game system using objects with a transparent first portion and a second portion, where the "second portion" is rendered to correspond to at least a portion of the edge of the polygon model of the "first portion". The second portion provides a visual outline or edging for the transparent first portion.
26. The computer-readable storage medium according to claim 23 , wherein transparency of the second portion is constant regardless of the condition.
The computer-readable storage medium for a game system using objects with a transparent first portion and a second portion, where the "second portion" always has the same transparency, regardless of game conditions. The first portion's transparency changes based on game events, but the second portion remains constant.
27. The computer-readable storage medium according to claim 26 , wherein the second portion is constantly opaque.
The computer-readable storage medium described that contains a program to render a scene where objects have a first portion which can have variable transparency, and a second portion with transparency that remains constant, specifically that the second portion is completely opaque. This guarantees a visible section of the object, even if the first portion is transparent.
28. The computer-readable storage medium according to claim 23 , wherein the game processing includes an operation process of controlling a player character based upon an input operation of a player, and wherein the transparent processing section increases the transparency of the first portion of the object based upon a relative positional relationship between the player character and the object.
The computer-readable storage medium for a game system, where object transparency is controlled by player position, stores a game where a player character is controlled based on input, and the transparency of the "first portion" of an object is increased or decreased based on the position of the player character relative to the object.
29. The computer-readable storage medium according to claim 28 , wherein when the object hides a portion or the entirety of the player character from a virtual camera for rendering a scene including the virtual space, the transparent processing section increases the transparency of the first portion of the object.
The computer-readable storage medium for a game system that makes objects transparent based on player character position, which increases the transparency of the "first portion" of the object if the object is obscuring some or all of the player character from the virtual camera's point of view. This prevents objects from blocking the player's view of their character.
30. The computer-readable storage medium according to claim 28 , wherein when the player character is close to the object, the transparent processing section increases transparency of the object.
The computer-readable storage medium for a game system with character control where the position of the character is used to calculate transparency of a portion of a given object now the medium increases the transparency of an object when the player character is close to it.
31. The computer-readable storage medium according to claim 28 , wherein the operation process is an operation process of controlling a plurality of player characters based upon one or more input operations of a plurality of players.
The computer-readable storage medium for a game system that controls character transparency using position extends to multiple players, allowing multiple players control over multiple characters, with their position still calculating objects' transparency.
32. A non-transitory computer-readable storage medium having stored therein a program executable by a computer of an image processing system for displaying a scene including a predetermined object located in a virtual space, the program causing the computer to operate as: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion; a vector evaluation section configured to perform surface normal vector direction evaluation by determining for each polygon of the model whether a direction of a surface normal vector associated with each polygon is indicative of a hidden surface of the first portion; hidden surface determining section configured to determine a hidden surface of the first portion as being a part of said second portion based on a result of a performed vector evaluation; a transparent processing section configured to cause the first portion of the object to be translucent; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.
A computer-readable storage medium stores a program for an image processing system that displays a 3D scene with objects. When executed, the program makes the computer: locate polygon models of objects, where each model has a potentially hidden "first portion" and a "second portion"; evaluate surface normals on the first portion to identify hidden surfaces, marking them as part of the second portion; make the "first portion" translucent; and render the scene, drawing the first portion with transparency and the second portion normally.
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November 11, 2014
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